filter_activator_name is broken?

Discussion in 'Mapping Questions & Discussion' started by DrHaphazard, Jan 28, 2008.

  1. DrHaphazard

    DrHaphazard L5: Dapper Member

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    Hmm well so is the filter_activator_name entity broken for TF2?

    So to test this i set up a filter, created a teamflag that was supposed to name the !activator according to the filter, and then set up a trigger with a filter that would display a message if the flag carrier ran over it.

    But it seems like the filter_Activator_name is applying the filter name to anyone who spawns, because the message is displayed every time i run over the triggers, whether i have ever touched the flag or not.

    Ok here's what I did exactly:

    - Created a filter_Activator_name
    - Named it Flag_carrier_filter
    - Filter mode: Allow
    - Filter Name: FlagCarrier (note: this appears red)

    - Created a trigger_multiple
    - Set filter to FlagCarrier
    - OnTrigger flag_message_1 display

    - Created a item_teamflag
    - OnPickup !activator AddOutput "targetname flag_carrier_filter" (" " is in the paramaters)

    So did I do it incorrectly? Also for the record I ahve also tried doing

    - OnPickup !activator AddOutput "targetname FlagCarrier"

    But that didnt help. Is this thing just broken for TF2 or what?
     
  2. spaceweasels

    aa spaceweasels

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    Well I did a quick test. I named the item_teamflag entity and had a filter_activator_name pointed to it. However it didn't take.

    I change the entity it points at to a door entity, and I got that to work. (The door open, triggers the filter which opens a second door).

    So it looks like it kind of works in TF2, just not with TF2 entities. Unfortunately, apart from the item_teamflag and info_player_teamspawn there aren't any other TF2-centric entities we can use to test the filter_activator_name.
     
  3. DrHaphazard

    DrHaphazard L5: Dapper Member

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    Crap that was kinda the lynchpin of my plan for a multiflag game that allowed for a Return Timer. Guess i need to make do with no Return Timer for now.
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Try parenting some entity to the flag (I'd start with an info_target) and have the trigger filter for the info_target.

    If info_target doesn't work, move up through progressively more "complex" entities... apparently func_door works, so you could always just use that and make it non-solid and all that.
     
  5. spaceweasels

    aa spaceweasels

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    That's a good suggestion. I've tested parenting func_brush entities with a flag entity, and it works.